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//-----------------------------------------------------------------
// Sprite Object
// C++ Header - Sprite.h
//-----------------------------------------------------------------

#pragma once

//-----------------------------------------------------------------
// Include Files
//-----------------------------------------------------------------
#include <windows.h>
#include "Bitmap.h"

//-----------------------------------------------------------------
// Custom Data Types
//-----------------------------------------------------------------
typedef WORD        SPRITEACTION;
const SPRITEACTION  SA_NONE      = 0x0000L,
                    SA_KILL      = 0x0001L,
                    SA_ADDSPRITE = 0x0002L;

typedef WORD        BOUNDSACTION;
const BOUNDSACTION  BA_STOP   = 0,
                    BA_WRAP   = 1,
                    BA_BOUNCE = 2,
                    BA_DIE    = 3;

//-----------------------------------------------------------------
// Sprite Class
//-----------------------------------------------------------------
class Sprite
{
protected:
  // Member Variables
  Bitmap*       m_pBitmap;
  int           m_iNumFrames, m_iCurFrame;
  int           m_iFrameDelay, m_iFrameTrigger;
  RECT          m_rcPosition,
                m_rcCollision;
  POINT         m_ptVelocity;
  int           m_iZOrder;
  RECT          m_rcBounds;
  BOUNDSACTION  m_baBoundsAction;
  BOOL          m_bHidden;
  BOOL          m_bDying;
  BOOL          m_bOneCycle;

  // Helper Methods
  virtual void  UpdateFrame();
  virtual void  CalcCollisionRect();

public:
  // Constructor(s)/Destructor
  Sprite(Bitmap* pBitmap);
  Sprite(Bitmap* pBitmap, RECT& rcBounds,
    BOUNDSACTION baBoundsAction = BA_STOP);
  Sprite(Bitmap* pBitmap, POINT ptPosition, POINT ptVelocity, int iZOrder,
    RECT& rcBounds, BOUNDSACTION baBoundsAction = BA_STOP);
  virtual ~Sprite();

  // General Methods
  virtual SPRITEACTION  Update();
  virtual Sprite*       AddSprite();
  void                  Draw(HDC hDC);
  BOOL                  IsPointInside(int x, int y);
  BOOL                  TestCollision(Sprite* pTestSprite);
  void                  Kill()      { m_bDying = TRUE; };

  // Accessor Methods
  Bitmap* GetBitmap()               { return m_pBitmap; };
  void    SetNumFrames(int iNumFrames, BOOL bOneCycle = FALSE);
  void    SetFrameDelay(int iFrameDelay) { m_iFrameDelay = iFrameDelay; };
  RECT&   GetPosition()             { return m_rcPosition; };
  void    SetPosition(int x, int y);
  void    SetPosition(POINT ptPosition);
  void    SetPosition(RECT& rcPosition);
  void    OffsetPosition(int x, int y);
  RECT&   GetCollision()            { return m_rcCollision; };
  POINT   GetVelocity()             { return m_ptVelocity; };
  void    SetVelocity(int x, int y);
  void    SetVelocity(POINT ptVelocity);
  BOOL    GetZOrder()               { return m_iZOrder; };
  void    SetZOrder(int iZOrder)    { m_iZOrder = iZOrder; };
  void    SetBounds(RECT& rcBounds) { CopyRect(&m_rcBounds, &rcBounds); };
  void    SetBoundsAction(BOUNDSACTION ba) { m_baBoundsAction = ba; };
  BOOL    IsHidden()                { return m_bHidden; };
  void    SetHidden(BOOL bHidden)   { m_bHidden = bHidden; };
  int     GetWidth()                { return m_pBitmap->GetWidth(); };
  int     GetHeight()
    { return (m_pBitmap->GetHeight() / m_iNumFrames); };
};

//-----------------------------------------------------------------
// Sprite Inline Helper Methods
//-----------------------------------------------------------------
inline void Sprite::UpdateFrame()
{
  if ((m_iFrameDelay >= 0) && (--m_iFrameTrigger <= 0))
  {
    // Reset the frame trigger;
    m_iFrameTrigger = m_iFrameDelay;

    // Increment the frame
    if (++m_iCurFrame >= m_iNumFrames)
    {
      // If it's a one-cycle frame animation, kill the sprite
      if (m_bOneCycle)
        m_bDying = TRUE;
      else
        m_iCurFrame = 0;
    }
  }
}

inline void Sprite::CalcCollisionRect()
{
  int iXShrink = (m_rcPosition.left - m_rcPosition.right) / 12;
  int iYShrink = (m_rcPosition.top - m_rcPosition.bottom) / 12;
  CopyRect(&m_rcCollision, &m_rcPosition);
  InflateRect(&m_rcCollision, iXShrink, iYShrink);
}

//-----------------------------------------------------------------
// Sprite Inline General Methods
//-----------------------------------------------------------------
inline BOOL Sprite::TestCollision(Sprite* pTestSprite)
{
  RECT& rcTest = pTestSprite->GetCollision();
  return m_rcCollision.left <= rcTest.right &&
         rcTest.left <= m_rcCollision.right &&
         m_rcCollision.top <= rcTest.bottom &&
         rcTest.top <= m_rcCollision.bottom;
}

inline BOOL Sprite::IsPointInside(int x, int y)
{
  POINT ptPoint;
  ptPoint.x = x;
  ptPoint.y = y;
  return PtInRect(&m_rcPosition, ptPoint);
}

//-----------------------------------------------------------------
// Sprite Inline Accessor Methods
//-----------------------------------------------------------------
inline void Sprite::SetNumFrames(int iNumFrames, BOOL bOneCycle)
{
  // Set the number of frames and the one-cycle setting
  m_iNumFrames = iNumFrames;
  m_bOneCycle = bOneCycle;

  // Recalculate the position
  RECT rect = GetPosition();
  rect.bottom = rect.top + ((rect.bottom - rect.top) / iNumFrames);
  SetPosition(rect);
}

inline void Sprite::SetPosition(int x, int y)
{
  OffsetRect(&m_rcPosition, x - m_rcPosition.left, y - m_rcPosition.top);
  CalcCollisionRect();
}

inline void Sprite::SetPosition(POINT ptPosition)
{
  OffsetRect(&m_rcPosition, ptPosition.x - m_rcPosition.left,
    ptPosition.y - m_rcPosition.top);
  CalcCollisionRect();
}

inline void Sprite::SetPosition(RECT& rcPosition)
{
  CopyRect(&m_rcPosition, &rcPosition);
  CalcCollisionRect();
}

inline void Sprite::OffsetPosition(int x, int y)
{
  OffsetRect(&m_rcPosition, x, y);
  CalcCollisionRect();
}

inline void Sprite::SetVelocity(int x, int y)
{
  m_ptVelocity.x = x;
  m_ptVelocity.y = y;
}

inline void Sprite::SetVelocity(POINT ptVelocity)
{
  m_ptVelocity.x = ptVelocity.x;
  m_ptVelocity.y = ptVelocity.y;
}
